Chess Bot Week 2

    Chess Bot Week 2

    Week 2 content of chess bot

    By AI Club on 2/17/2025
    0


    Chess Bot Week 2 - Minimax Algorithms


    After setting up our chess environment last week, it's time to get started with a simple chess algorithm, minimax. This algorithm forms the foundation of traditional chess engines and will help your bot make intelligent decisions by thinking several moves ahead.

    Project Overview

    This week, we'll implement a minimax algorithm and learn about how we can make it better through alpha-beta pruning. You'll learn how to make your bot:

    - Evaluate chess positions

    - Look ahead multiple moves

    - Make strategic decisions based on future possibilities

    - Understand how to optimize tree search


    Understanding Minimax

    Core Concept

    Minimax is a decision-making algorithm that simulates how two opponents might play a perfect game. It works by:

    - Maximizing your chances of winning while

    - Minimizing your opponent's chances of winning

    How Minimax Works in Chess

    1. Look Ahead

       - The algorithm creates a tree of possible future moves

       - Each level alternates between your moves (maximizing) and opponent's moves (minimizing)

       - The depth of this tree is limited by computational resources

    2. Evaluate Positions

       - At the bottom of the tree, positions are evaluated

       - Common factors in evaluation:

         - Material count (pawns=1, knights/bishops=3, rooks=5, queens=9)

         - Piece positioning (control of center, advanced pawns)

         - King safety (pawn shield, castling)

         - Mobility (number of legal moves)

    3. Backtrack Values

       - Values propagate up the tree

       - On your turns, pick the maximum value (best for you)

       - On opponent's turns, assume they pick the minimum value (worst for you)

    ## Basic Minimax Implementation

    Here's a basic implementation of minimax for your chess bot:

    class ChessBot:

        def evaluate_position(self, board):

            """

            Evaluate the current position.

            Positive values favor white, negative values favor black.

            """

            if board.is_game_over():

                if board.is_checkmate():

                    return -10000 if board.turn else 10000

                return 0  # Draw

           

            score = 0

            piece_values = {

                'P': 100, 'N': 320, 'B': 330,

                'R': 500, 'Q': 900, 'K': 20000

            }

           

            # Count material

            for piece in piece_values:

                score += len(board.pieces(piece, True)) * piece_values[piece]

                score -= len(board.pieces(piece, False)) * piece_values[piece]

               

            return score


        def minimax(self, board, depth, maximizing_player):

            """

            Minimax implementation.

            Returns (best_score, best_move)

            """

            if depth == 0 or board.is_game_over():

                return self.evaluate_position(board), None


            best_move = None

            if maximizing_player:

                max_eval = float('-inf')

                for move in board.legal_moves:

                    board.push(move)

                    eval, _ = self.minimax(board, depth - 1, False)

                    board.pop()

                    if eval > max_eval:

                        max_eval = eval

                        best_move = move

                return max_eval, best_move

            else:

                min_eval = float('inf')

                for move in board.legal_moves:

                    board.push(move)

                    eval, _ = self.minimax(board, depth - 1, True)

                    board.pop()

                    if eval < min_eval:

                        min_eval = eval

                        best_move = move

                return min_eval, best_move


        def get_move(self, board):

            """

            Main method to select the best move.

            """

            , bestmove = self.minimax(board, depth=3,

                                      maximizing_player=board.turn)

            return best_move


    ## Understanding the Code

    Let's break down how the minimax implementation works:

    1. Position Evaluation (`evaluate_position`)

       - Checks if the game is over:

         - Returns 10000 for checkmate (positive if white wins, negative if black wins)

         - Returns 0 for draws

       - Calculates material score using standard piece values:

         - Pawns = 100 points

         - Knights = 320 points

         - Bishops = 330 points (slightly better than knights)

         - Rooks = 500 points

         - Queens = 900 points

         - Kings = 20000 points (effectively infinite)

       - Adds points for white pieces, subtracts for black pieces

       - Current implementation only considers material - we'll improve this later!


    2. Minimax Algorithm (`minimax`)

       - Takes three parameters:

         - board: Current chess position

         - depth: How many moves ahead to look

         - maximizing_player: Whether current player is maximizing (white) or minimizing (black)

       - Base cases:

         - If depth = 0: Stop and evaluate position

         - If game is over: Return the result

       - For maximizing player (white):

         - Try each legal move

         - Recursively evaluate opponent's best response

         - Keep track of highest evaluation found

         - Remember which move led to best position

       - For minimizing player (black):

         - Same process but keeps lowest evaluation

       - Returns both the evaluation and the best move found


    3. Move Selection (`get_move`)

       - Entry point for the bot

       - Calls minimax with depth 3 (looks 3 moves ahead)

       - Returns the best move found


    The Problem with Basic Minimax


    While our current implementation works, it has a serious efficiency problem. Let's consider the numbers:


    - Average chess position has about 30 legal moves

    - Looking 3 moves ahead means examining:

      - Your 30 moves

      - Opponent's 30 responses to each (900 positions)

      - Your 30 responses to each of those (27,000 positions)

    - Total positions = 30 30 30 = 27,000


    What if we want to look 4 moves ahead? That becomes 810,000 positions!

    5 moves ahead? 24.3 million positions!

    6 moves ahead? 729 million positions!


    This exponential growth makes deeper search practically impossible. A strong chess engine needs to look at least 6-8 moves ahead to play well. With our current implementation, that would take hours per move!


    Enter Alpha-Beta Pruning


    This is where alpha-beta pruning comes in. It's not a different algorithm - it's an optimization of minimax that lets us skip analyzing moves that we can prove won't affect our final decision.


    The Insight


    The key insight is that once we find a good move, we can use that information to avoid analyzing clearly worse moves.


    The Core Idea


    Imagine you're playing chess and thinking ahead. You're analyzing a move and find that it leads to a terrible position. Would you keep analyzing other variations of that move? Of course not! Alpha-beta pruning formalizes this intuition.


    How It Works


    Let's walk through an example:


    1. Alpha (α): Represents the minimum score that the maximizing player is assured of

    2. Beta (β): Represents the maximum score that the minimizing player is assured of


    Think of it like this:

    - You're searching through a tree of moves

    - You find a good move that gives you a score of 5

    - Later, you're analyzing another move

    - After a few variations, you realize your opponent can force a position with a score of 3

    - Since you already have a move that guarantees 5, why continue analyzing this worse position?

    - This is a "cutoff" - you can skip analyzing the rest of this branch


    Real Chess Example


    Let's say you're analyzing two moves:

    1. Queen takes pawn, checking the king

    2. Knight fork attacking queen and rook


    While analyzing the queen takes pawn line:

    - You see your opponent has only one legal move (block or move king)

    - This leads to a position where you're up material

    - The minimum score you'll get is +2 (α = 2)


    Now analyzing the knight fork:

    - First variation shows you win a queen (+9)

    - Second variation shows you win a rook (+5)

    - Third variation... wait! Your opponent can force a position worse than +2

    - No need to analyze further - you already know the queen takes pawn line is better


    Key Benefits


    1. Massive Performance Improvement

       - Can reduce the number of positions evaluated by 50-90%

       - Allows searching much deeper in the same amount of time

       - More efficient move ordering leads to more cutoffs


    2. Move Ordering

       - The effectiveness of alpha-beta pruning depends heavily on move ordering

       - Check captures first

       - Then threats

       - Then positionally strong moves


    What to Get Done This Week


    1. Implement the basic minimax algorithm provided

    2. Add position evaluation function

    3. Test different search depths (start with 3)

    4. Think about move ordering:

       - List what moves should be checked first

       - Plan how you would implement this ordering

    5. Design your alpha-beta pruning implementation and implement it in your code


    Additional Resources:

    * [Chess Programming Wiki - Alpha-Beta](https://www.chessprogramming.org/Alpha-Beta)

    * [Move Ordering Techniques](https://www.chessprogramming.org/Move_Ordering)

    * [Principal Variation Search](https://www.chessprogramming.org/Principal_Variation_Search)

    Remember to test your bot frequently and analyze its games. Pay attention to positions where it makes mistakes - these will help you tune your evaluation function.

    Good luck, and let us know if you need any help implementing these concepts!

    Comments